
    inline void light_test()
    {
        GLfloat lightZeroPosition[] = {5.0f, 0.0f, -15.0f, 1.0f};
        GLfloat lightOnePosition[] = {-10.0f, 0.0f, -10.0f, 0.0f};
        GLfloat lightZeroColor[] = {1.f, 1.0f, 1.f, 1.0f};
        GLfloat lightOneColor[] = {1.f, 1.f, 1.f, 1.0f};

        glLightfv(GL_LIGHT0, GL_POSITION, lightZeroPosition);
        glLightfv(GL_LIGHT0, GL_DIFFUSE, lightZeroColor);
        glLightfv(GL_LIGHT0, GL_SPECULAR, lightZeroColor);
        glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.01f);
        glLightfv(GL_LIGHT1, GL_POSITION, lightOnePosition);
        glLightfv(GL_LIGHT1, GL_DIFFUSE, lightOneColor);
        glLightfv(GL_LIGHT1, GL_SPECULAR, lightOneColor);
        glLightf(GL_LIGHT1, GL_LINEAR_ATTENUATION, 0.01f);
        glEnable(GL_LIGHT0);
        glEnable(GL_LIGHT1);

        GLfloat white[] = {1.0f, 1.0f, 1.0f, 1.0f};

        glMaterialfv(GL_FRONT, GL_DIFFUSE, white);
        glMaterialfv(GL_FRONT, GL_SPECULAR, white);
        glMaterialf(GL_FRONT, GL_SHININESS, 80.0f);
    }
